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co30 Domination! One Team

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I had something unusual happen yesterday. I was playing on my own server running a modified 3.09 West AI Domination session trying a few things out. I had created a wall at the flag pole giving cover to anyone behind it when enemy troops drop in. I had a number of AI troops behind it and I was moving a Vulcan around base. When I came into line of site with my friendly troops my AT soldier took a knee and fired at me. I jumped out of the Vulcan and repaired it and when I got back in, he did the same again!

Any idea as to why friendly troops would fire on a friendly vehicle?

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Xeno,

  I just wanted to say thanks from all us on our server. We play your mission non stop all day long. We love it and please keep up the good work. I'll start reporting bugs from our server once I get them.  Once again thanks.  

We are running a server in Washington, DC.

http://cache.www.gametracker.com/server_....mg]

Really good server you have going there, I'm sure I'll be spending many hours on it!

"Dawg"

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Xeno, could you create CSLA Domination please? You know, new opportunities, units...

smile_o.gif

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Xeno, could you create CSLA Domination please? You know, new opportunities, units...

smile_o.gif

Swec stats... wink_o.gif

Quote[/b] ]

co@30 Domination! CSLA [3.12]   1   Sara   2008-12-18 19:30   In Progress

Xeno

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Xeno,

    Some of my users have posted the following...  Mind you I just copied and pasted this. If this has been taken care of I applogize.  Keep up the excellent work!

Quote[/b] ]

-rescue operator can't rescue + can't get weapons out of crates and can't get into vehicles.

- all rescue side missions won't work because of that.

- MI17/Rocket coming to main mission and to our base, dissapear in air after a hit.

-steve told me something about ammo drop's not working or not working correctly. (i.e. location of drop)

-slinging with wrecker and passing over buildings still get's you killed. (very annoying) same for the regular chopper.

Like I said above I'm not sure if you were aware of the bugs already and if so my applogies.

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Xeno,

  I just wanted to say thanks from all us on our server. We play your mission non stop all day long. We love it and please keep up the good work. I'll start reporting bugs from our server once I get them.  Once again thanks.  

We are running a server in Washington, DC.

http://cache.www.gametracker.com/server_....mg]

Really good server you have going there, I'm sure I'll be spending many hours on it!

"Dawg"

Thanks a ton, we just started it up. Let us know what we can do to improve it. I'm on xfire as syscrash if anyone uses it.

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Xeno,

    Some of my users have posted the following...  Mind you I just copied and pasted this. If this has been taken care of I applogize.  Keep up the excellent work!

Quote[/b] ]

-slinging with wrecker and passing over buildings still get's you killed. (very annoying) same for the regular chopper.

Like I said above I'm not sure if you were of the bugs.

The crashing wreck chopper is an ArmA bug, I'm told.

I even made a youtube video of it:

http://www.youtube.com/watch?v=zVwIQj_jdO0

I think there is an explanation of the cause a few pages back in this thread.

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Gotcha....thanks guys for the clarification. I'll let them know on the server.

I'm trying to learn how to edit missions but it's a little hard with work and the family.

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I'm trying to learn how to edit missions but it's a little hard with work and the family.

so you're think all of us are jobless wanker and chavs w/o own work & families?huh.gifwink_o.gif

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Thanks a ton, we just started it up. Let us know what we can do to improve it. I'm on xfire as syscrash if anyone uses it.

My only suggestion at the moment, and I would suggest this to anyone not just for your server, is to turn off fog. The way ArmA implements fog (not being able to see it from outside of the actual fog bank) is so completely unrealistic that it is, IMHO, better left off.

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About my problems with AIs incomingmissile eventhandler: After some additional testing since on wednesday clan session, it decided to suddenly work again, I found out that it will work when my client machine is running ECS, but not when ECS is not running. I didn't try without ECS on the server.

But, why on earth doesn't this fire properly without ECS? What's so special about it? All this does is setting up the enemy choppers with incomingmissile eventhandler. When activated, a variable containing the chopper is published to all clients who then shows a debug hint and drops flares on the client (using mando flares method).

Btw, unsure if this is related, but my pc is freshly installed with ArmA being patched all the way up to 1.14. But sometimes during online play I'm getting "cannot play, missing addon CA hotfix" (but still works). Can CA hotfix be a culprit in this problem, and if so where could I get this hotfix? I thought this addon was related only to Queen's Gambit which I didn't reinstall (being the only one in my clan that have this).

Any ideas anyone?

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What is the latest version of this mission available that includes all the features of the west mission but you play as the RACS?

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hello,

CarlGustaffa if you are having an issue with the ECS,go to the ECS website and post it there also,someone will get back to you.

thank you Kryptonite! biggrin_o.gif

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Rafael3D - Thankyou for your pointless outburst as a prize you win a 2day PR.

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I'm trying to learn how to edit missions but it's a little hard with work and the family.

so you're think all of us are jobless wanker and chavs w/o own work & families?huh.gifwink_o.gif

Too much caffeine is not recommended before posting such replies.

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According to previous posts -I do apogise. if u can't see a 'wink' at the end of my reply. Sorry for that.

............................................

Nowadays there is a couple of excellent ArmA mods (CSLA & FDF), but lack of MP mission for them. So, Xeno, you know... smile_o.gif

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What is the latest version of this mission available that includes all the features of the west mission but you play as the RACS?

Wld,

I use Domination TT 3.12 Beta 9, I have added all your PRACS Vehilcles and CSLA. It is tons of fun!  

Vengeance

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Hi Xeno.

About airdrops en Domination 3.09, I want to know the files that I need to modify in order to change the ammobox (I want to put a new one different of racs, west or east defaults).

I need the same information in order to put new vehicles replacing the mission default ones.

Thanks for your help.

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I hope to get 3.12 out tomorrow.

Two new Domination versions will be in the complete package:

Domination! One Team - CSLA

Domination! One Team - A.C.E.

Haven't had to much time lateley, still working on the A.C.E. version.

Xeno

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New version 3.12 available...

Changelog:

Quote[/b] ]

- better handling for adding "Incoming" eventhandler in versions != Mando

- references to arrays do now get removed as soon as possible for better memory handling

- fixed a typo in x_bike.sqf

- added option d_lock_ai_armor, d_lock_ai_car, d_lock_ai_air. If set to true enemy AI vehicles will get locked (default = false)

- wreck markers get now transfered to JIP players

- mash and mg nest markers of disconnected player get now deleted (the abandoned mashes and mg nests too)

- replaced the wreck chopper with the UH60 MG/MI17 MG again. Instead you'll get a welcome message when entering a chopper as pilot that tells you what kind of chopper it is (welcome message can be disabled by setting d_show_chopper_welcome to false in init.sqf).

- added a chopper lift hud (to turn it of set d_show_chopper_hud to false in init.sqf)

- increased the wreck lift height

- fixed a bug in the creation of civilians

- fixed the side missions where you have to rescue civilians and hostages at main targets

- removed more vehicle inits

- removed the "Choose Parachute Location" action from the flag at base again (can still be activated by setting d_para_at_base to true in init.sqf). Makes the MHQ more important again.

- replaced the 5to trucks for the engineers with Warfare salvage trucks

- fixed a bug in the getin handler for the engineer salvage trucks (now only engineers can drive such a truck in versions != AI)

- ammo/humvee drops are more accurate now

- engineers can now analyze a vehicle before repairing/refuelling (they see a hint with the vehicle status and estimated repair time)

- engineers can now only repair and refuel a vehicle once. They have to go back to base to restore their repair and refuel capabilities (if they have a salvage truck near them (< 20 m) then they can repair and refuel more than one vehicle)

- it is now possible to specify more than one type of enemy vehicle that will get spawned. For example, if you want T72 and T90 on enemy side just change the first element of d_veh_a_E from ["T72"] to ["T72","ike_t90shtora"] (randomly chosen which type will spawn)

- added more warfare static weapons

- reworked placing of static weapons from engineer salvage trucks. You now get a preview mode (static object is created with createVehicleLocal) to place the object exactly where you want it.

- removed the "bring back a truck to base" main target mission

- fixed the "kill the officer" main target mission

- fixed a bug where enemy paratroopers could still jump over an allready cleared main target

- if d_arti_check_for_friendlies is set to true in init.sqf (now default) a check for friendlies near the artillery target will be done and no artillery strike will be executed if you fire HE or DPICM

- added a welcome message to some special vehicles (currently mobile respawns and engineer salvage trucks). Can be disabled by setting d_show_vehicle_welcome to false in init.sqf.

- fixed a bug that removed all static objects of the same kind in an engineer truck when one weapon was unloaded

- randomly spawned civilians get now created in some cities, if a player is near that city (busses, cars, pedestrian, disabled by default, you can enable it by setting d_create_civilian to true in init.sqf)

- there's now a support building near jet/chopper service and wreck repair point. If the corresponding building is destroyed, you are not able to service or repair vehicles. Engineers can rebuild the support building (takes some time).

- fixed the position of the player ammobox at base (sometimes it could get moved a few meters away from the correct position)

- fixed a small bug in x_water.sqf

- fixed the name of the recruit hut marker in the AI versions (didn't get drawn)

- added d_no_para_at_all variable in init.sqf. If set to true you want get any parajump flags at cleared main targets and base.

- integrated the uhao version into the base code

- it is now possible to build different versions in one version. For example, change d_version from [] (default version) to ["REVIVE","MANDO"] to get a version with revive and mando stuff

- removed the Team Status action menu entry. You now have a new button in the status dialog (Show Status) for the Team Status Dialog

- added a small map to the Status Dialog. It is now possible to show the main target or sidemission position in that map by clicking on the caption "Main Target:" or "Side Mission:"

- added a dialog with a map control for the parajump feature. The dialog shows up as soon as you choose the "(Choose Parachute Location)" action menu.

- it is now possible to change the number of vehicles/soldiers and groups in init.sqf that get spawned at main targets (maximum number of groups, minimum number of groups that get spawned and the number of vehicles per group)

- ruins of spawned buildings now get correctly deleted after some time

- you have now to solve the main target sidemission also to clear a main target

- added a Warfare depot at base where the player respawns. Makes it a little bit safer now.

- you now have to specify some basic settings (own side for example) in the macro file x_setup.sqf (use setupcopy.bat to copy the file into other mission folders)

- changed the AI recruit hut to Warfare barracks in the AI version

- you now get sidemission bonus vehicles after you've cleared a main target. For resolving a sidemission you get the previous main target bonus vehicles.

- the chance for an enemy counterattack is much higher now if you do not solve sidemissions. This also affects the number of attacking groups and vehicles.

- rewrite of the respawn and teleport dialog, does now get updated every second as long as the dialog is open

- brought back the Two Teams coop version

- fixed a bug in the arrest sidemission

- added terrain slope fix in revive versions

- added Spooners and Lokis cool light effect for radio towers at sidemissions (default turned off, change x_setup.sqf)

- fixed a small bug in the backpack stuff

- updated Dr. Eyeballs TeamStatus Dialog to version 1.3

- fixed remaining bugs

- added settings for ECS client and server

- if you use six_sys_suppression on your server Domination doesn't use its internal suppression scripts (it's the same script from ROMMEL)

- revive call out sounds didn't get played, fixed.

- new Mando missiles 2.35 beta added (tv cameras for attack choppers and planes)

- many internal script changes because of the Two Teams version

- changed the name of the Uhao and Schmalfelden version to co@30... to show that they need extra addons

- added One Team - CSLA

- added One Team - A.C.E.

- and like allways many more things that I've allready forgotten

Other mission changes...

- fixed getin message in Sahrani Battle

- added missing char animation in Sahrani Battle

- EXTRA EXTRA EXTRA NEW bonus missions: co33 Revenge (with revive), co35 Red Alert 1, co35 Red Alert 2 (with revive), co17 Wings of Steel, co18 Southern Comfort (with revive), co18 Green Holidays (with revive) and co16 Leviathan Rising (with revive) EXTRA EXTRA EXTRA

- co20 High Mountains updated

The most important change in this release is that the Two Teams version is back.

Important

If you are still using ArmA version 1.14 you have to dePbo the mission and comment the line in x_setup.sqf in the main mission folder that has the define (two underlines before)

NO_PARABUG_FIX__

After you've saved the file run setupcopy.bat once and pack the mission again.

In 1.15 the parachute bug was fixed so it isn't needed any longer.

------------------------------------------------

The package now includes the following missions:

co30 Domination! One Team - West

co30 Domination! One Team - West AI

co30 Domination! One Team - West Revive

co30 Domination! One Team - Racs

co30 Domination! One Team - Racs AI

co30 Domination! One Team - Racs Revive

co30 Domination! One Team - East

co30 Domination! One Team - East AI

co30 Domination! One Team - East Revive

co30 Domination! One Team - West Mando

co@30 Domination! One Team - West Schmalfelden Edition

co@30 Domination! One Team - East Uhao Edition

co@30 Domination! One Team - CSLA

co@30 Domination! One Team - A.C.E.

co30 Domination! Two Teams

co25 Sahrani Battle v3.12

co25 Sahrani Battle v3.12 Mando

co30 Hill Defense 1.61

co32 Returning Home 1.37

co20 High Mountains 1.82

co25 Enemy at the Gates (Corazol)

co33 Revenge 1.16

co16 Leviathan Rising 1.35

co17 Wings of Steele 1.63

co18 Green Holidays 1.03

co18 Southern Comfort 1.42

co35 Red Alert 1.0

co35 Red Alert 2 1.71

New bonus missions:

co33 Revenge (uses Norrins revive and Silolas DAC)

by Xeno

After SLA has driven UN troops out of Sahrani in a blameful battle, US government decided to get the island under control again.

As a result of our hasty abandonment there is still enough of our own military equipment on the island. The first objective is therefore to take back Paraiso airfield, which we used as our basis before we had to leave.

Beside airplanes and helicopters there are other vehicles like tanks too.

Several groups will parajump in the early morning hours near the airport.

co16 Leviathan Rising (uses Norrins revive and Silolas DAC)

by Panzeraufklaerer/Xeno

"Gentleman, we have to destroy a drug cartel today. This criminals took the harbour of Corazol under their control, now they can ship drugs to every point in Sahrani and other Islands. Check your briefing and go for it."

co17 Wings of Steele

by Panzeraufklaerer/Xeno

"We have to destroy several important targets on Sahrani. This is the first step of our invasion: clear the way for our groundtroops and destroy the enemy warmachine."

Mission for pilots and a small specop team.

co18 Green Holidays (uses Norrins revive)

by Many/Xeno

"Welcome in Bagango soldiers!

We are in Sahrani to look for order. But until now, we didn't have anything to do, so we can spend some holidays here

Today a Special Unit is on the way back to our base in Bagango, they were on a Patrol and they got some important information

So if its necessary, you have to help them to get back home, but that shouldnt be a problem

So enjoy the day and have nice holidays here in the Paradise

Good luck."

co18 Southern Comfort (uses Norrins revive and Silolas DAC)

by Xeno

"Today we will land with two groups at the beaches of Southern Sahrani.

Our first goal is it to take Ortego. One team (Alpha) will land near Dolores to get some vehicles"

co35 Red Alert

by Panzeraufklaerer/Xeno

"Our commando units attacked the russian chopperairport on Antigua last night. Our base is now on Antigua and we will destroy some other important targets in north Sahrani from here. We work with our allies together to weak the SLA and their russian allies behind enemy lines.

If we can destroy all targets, we will start an invasion from south Sahrani against the North.

Good luck!!!"

co35 Red Alert 2 (uses Norrins revive)

by Panzeraufklaerer/Xeno

"Enemy invasion!!!

The time of peace is over, enemy troops landed on the shores of Sahrani. We were surprised, but not helpless. Grab your gear and prepare for the battle. We will blow them back into the ocean.

Good luck!!!"

Download:

Domination! 3.12 Mission Pack

Not every feature that I wanted to add did make it into this Domination release. Hopefully with ArmA II the AI (and other things) will improve so that the number of enemy AI can be reduced.

That means, this will be the last release for ArmA (I'm impatiently waiting for ArmA II). If there are any serious bugs I'll make a bugfix version.

One more thing:

You don't have to ask me for permission to modify any of the missions or release a modified mission. Simply do it! (You even don't need to mention me anywhere!wink_o.gif.

There are more important things in life.

Merry christmas to you all and a happy new year !

Enjoy!

         And have fun !!!!!

Xeno

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Downloaded and installed.

Domination FTW.

Merry Xmas Xeno, thanks for prezzie. smile_o.gif

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@Kryptonite: According to others ECS is no longer being developed? Too bad because I simply loooooove what it does to ArmA, even though I don't happen to agree with how it attempts to "hide" its code. I see now though that there exist a compatibility fix, I shall try this eventually for newest XEH.

It is a little sad though that in order for my version to work properly, you either need ECS OR XEH in order for the clients to get the incoming missile fired on the server. It has nothing to do with ECS afaik, I just don't understand why it doesn't work without ECS or XEH.

Anyways, latest updates on my version which is very close to release:

1. Changed the intel system so that the handler is added when unit killed instead of when unit generated. So no need for that trigger which could cause duplicate entries and unlimited search possibilities.

2. Added 43 NoArty zones around the map on populated areas. You can no longer fire HE or DPICM where possibile civilians are living. Using my own checkinsidemarker function on the position of the artillery marker against these new area markers (elliptic). Reason: Waaaay too much destructive artillery usage which causes fallen trees and other debris which only the AI can see through. This kind of collateral damage haven't been seen since WWII I think biggrin_o.gif

3. HE now fires two rounds, five guns in effect, with an additional SABOT round for each HE. Any direct hit to a tank WILL destroy it. It also matches the audio better. This makes HE now a much better choice against any armored vehicles than before, where HE was practically ineffective most of the time.

4. Updated the briefing.html with ROE, intel part, and some other new information and corrections.

5. Friendly and enemy smoke artillery will now use viewblock if installed on the server. Also smoke is two rounds using five guns.

6. Friendly flare artillery is now range and lateral spread pluss center, in other words five guns. It will last for about four minutes making it a very nice alternative at night. Each flare point actually consists of ten, so it will be very very bright.

7. Enemy AI grenadiers are now equipped with flares and will use them at night, with or without ECS doing the same thing. They have a chance of regaining the ammunition automatically.

8. Fixed an error message if you respawned without any ammo left. Was due to a bug in my removeammo function upon respawn. This was implemented to avoid respawning with all ammo intact if you left a bullet in the magazine. Not perfect, but you will at least eventually deplete all main ammo you carry if you fire and get killed a lot.

Edit: Holy Crap1! 3.12 is out?!? Yeah, it christmas biggrin_o.gif

Edit: Holy Crap2! 1.15 beta is out?!? Two christmases in one go!! biggrin_o.gif

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And allready a bugfix release...

Bugfix release 3.14 available...

Changelog:

Quote[/b] ]

- fixed stupid copy and paste error

- in the A.C.E. version players didn't respawn with weapons, fixed

- changed the position of the base respawn a little bit

- fixed the position of the ammocrate at base (after some time the ammocrate was placed outside the depot building at the main base, specially in the A.C.E. version)

Download:

Domination! 3.14 Mission Pack

Enjoy!

Xeno

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